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Cover

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Cover courtesy of AFSA Clipart, (c) 1996 by JAEL

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Copyright Information - 5th Edition Fantasy: Conversion of the Dragons Dragon #146 (and one from
#156), DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo,
the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a
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5th Edition Fantasy: Conversion of the Dragons of Dragon # 146 (and one from #156) is released under the
Open Game Content, as described in section 1(d) of the License. The license is found at the end of this
document.

Most of the art used in this book is from Dragon Magazine #146 or some other TSR product and belongs
solely to WIZARDS OF THE COAST®, such art will be marked with the WotC Trademark. Pink dragon
illustration is Stock Art by Lightworker. All other art is public domain or courtesy AFSA clipart.

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The following items are hereby designated as Product Identity as provided in section 1(e) of the
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Dedicated to my Grandmother, Jennie White, who put up with my dragon collection despite her fear of snakes

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Table Of Contents
Introduction 3
Crystal Drake 4
Cobra Dragon 6
Demon Drake 12
Dragonette (Faerie Drake) 14
Draken 16
Minidragon 17
Obsidian Dragon 19
Pink Dragon 25
Rainbow Dragon 30
Shadow Drake 35
Celestial Creature Template Celestial Wolf 37
Fey Creature Template Fey Rat 38
Fiendish Creature Template Fiendish Toad 39
OGL 41

Introduction
Dragon Magazine issue 146 was, and still is, my favorite issue of Dragon. From a gold dragon fighting a
black on the cover to an episode of Yamara literally based on torturous villainous clichés this issue had it
all. The best thing about this issue, without a doubt, is the many new species of dragon lurking inside its
pages. A full ten new dragons for Advanced Dungeons & Dragons are detailed in this book and only one of
then, the gray dragon (under the name ‘Frost Dragon’) in 3rd edition’s ‘Bestiary of Krynn’, were ever
updated to later editions of the game.

The first group is a flight of four relatives of the pseudodragon detailed in ‘Dragons are a Wizards’ best
Friends’ and meant to be greater familiars. 5th edition no longer has the Greater Familiar spell but these
little dragonets would still be viable in modern games by using the Greater Familiar feat (given later in this
book) or as Warlock familiars. For more themed familiars I am also updating three templates from 3rd
edition to create Greater Celestial, Fiendish, or Fey Familiars. These templates cannot be applied to
dragons but they should make for some memorable animal familiars and companions.

The second group is in ‘The Dragon’s Bestiary’ and ranges from the tiny minidragon (clearly based on Pip,
the pet of Flinx from Alan Dean Foster’s Humanx Commonwealth series) to the rainbow dragons of
Australasian mythology. My personal favorite is the Cobra Dragon; this beastie from Indian myths is the
perfect evil dragon for an Oriental campaign and really should have become a cannon monster.

Since the Gray dragon was already updated I decided to replace it with the Pink Dragon of issue #156.
While considered a joke monster by Dragon Magazine my players thought it was no laughing matter when
it nearly slaughtered their party. Besides one thing the game defiantly needs is a low CR true dragon for
beginning dragon slayers to cut their teeth on before moving up to the big boys.

None of these are exact translations, I had to change a few things so the creatures would fit into 5th edition
rules and in many species Lair actions had to be added, but I tried to get their essence right. I hope you
enjoy using these dragons in your campaign; I used all of them in my first & second edition game and
wished to do so again thus the updating to 5th edition. So without further ado here are the dragons of
Dragon # 146 and one from #156.

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Crystal Drake
Created by David E, Cates

This is a relative of the pseudodragon is native


to the elemental plane of Earth. In the physical
world it inhabits deserts, lairing in caves and
caverns with extensive mineral deposits.
Though only 2 ½ feet long these nomadic little
dragons have unusually strong armor and
natural weapons.

Scintillating Scales: The hides of Crystal


drakes are a scintillating mixture of rainbow
hues. These little dragons are often hunted for
their hides which are used to create robes of
scintillating colors or sparkly fashion
accessories. The skin of a crystal drake is worth
as much as 1,000 gp to the right buyer. This
hunting makes crystal drakes wary of
humanoidsand they will stay in hiding,
watching travelers from concealment until they
judge whether or not the party is up to no good.
If the dragon feels it is safe it may offer to trade
gold or other valuables for any gems carried by
the party.

Eaters of Jewels: Crystal drakes enjoy feeding upon jewels, gems, and crystals and may store up to four
gems in their cheek pouches to carry them back to their lair. Their keen senses allow them to sniff out
gemstones and the drake must consume at least 5gp worth of gems a week or it loses strength from its
crystalline hide. Every week a crystal drake goes without enough minerals in its diet it will lose one point
of Armor Class (to a minimum of AC 10) and a 25% chance that it will lose its magic reflecting abilities.
After a month without a proper diet the drake’s hide will turn dull gray and the reelecting ability is
permanently lost.

Variant: Crystal Drake Familiar

Crystal drakes may become familiars for warlocks or to other classes if they possess the Greater Familiar feat
and are level 2 or higher. Such drakes have the following trait. Familiar: The drake can serve another creature as
a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the
companion can sense what the drake senses as long as they are within 1 mile of each other. While the drake is
within 10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for
any reason, the drake can end its service as a familiar, ending the telepathic bond

Crystal Drake
Tiny dragon, chaotic good
-----------------------------------------------------------
Armor Class: 18 (natural armor)
Hit Points: 18 (5d4+5)
Speed: 20 ft, Fly 50 ft.
-----------------------------------------------------------
Str 13 (+1) Dex 12 (+1) Con 12 (+1) Int 10 (+0) Wis 12 (+1) Cha 16 (+3)
-----------------------------------------------------------
Saving Throws: Dex +3 Con +3 Wis +3 Cha +3
Skills: Perception +3, Stealth +3

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Damage immunities: acid.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 13
Languages: Draconic
Challenge: 2 (450 XP) Proficiency: +2
-----------------------------------------------------------
Reflective to magic: Thinks to the nature of their hide crystal drakes have an inherent

Innate Spells: 50 % of crystal drakes are innate spell casters. If so they follow the rules for innate spell
casting for dragons. Crystal drake spell
casters often use cantrips. Choose two cantrips for each spell level that would be possessed by the dragon.
DC for crystal drake spells is 13.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Spell Reflection. Color spray, energy drain, hypnotic pattern, sunray and electrical attacks like lightning
or shocking grasp are instantly reflected back upon the caster. Magic missile is reflected back to the caster
only if the drake makes it’s saving throw, otherwise it damages the drake as normal. Eyebite, prismatic
spray, and prismatic wall have no effect on the drakes. Light and continual flame spells cannot blind them
but otherwise work as normal.
-----------------------------------------------------------
ACTIONS
Multiattack: the dragon can make three attacks: once with its bite and twice with its claws.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4 +1) piercing damage.

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales a spurt of acid in a 20 foot line. Each creature in that line
must make a DC 11 Dexterity saving throw, taking 4 (2d4) points of damage on a failed save, or half as
much damage on a successful one. Creatures of objects made of stone or crystal take double damage.

5
Cobra Dragon
Created by Randy Johns

Sometimes a king cobra wishes for the


power of a dragon and decides to steal that
power by devouring a dragon pearl. Once
that happens the simple serpent becomes a
fearsome cobra dragon. These dragons are
long and serpentine with the hooded head of
a cobra and scales of glossy black above and
orange below.

Serpentine Horrors: Cobra dragons have


the same variety of attacks as normal
dragons with the addition of deadly venom
that drips from viper-like fangs up to 13
inches long. They can also cloud themselves
in the chocking smoke produced by their
fiery breath and constrict with their
serpentine coils. The only upside is that
cobra dragons never use magic as that
ability is taken from them as punishment for
stealing a dragon pearl.

Gods of the Jungle: Cobra dragons slither


through the southern jungles driving off all
other dragons and gathering followers to
protect its lair and worship it as a god. Most of these followers will be reptilian like spirit nagas, kobolds,
and lizard men, but evil humanoids and even rakshasa may form part of a cobra dragon’s retinue. The
dragon does not give them divine spells but it can protect their tribes and act as their general in battle,
helping to expand their (and thus the dragon’s) territory.

Bone Collector: Unlike most dragons, cobra dragons have little care for gold and jewels. Such trinkets are
given to the dragon’s worshipers to buy their loyalty. What cobra dragons collect are skulls, the rarer and
more unique the skull the better. Humanoid skulls are easy finds but those of unicorns, dinosaurs, true
dragons, and giants are highly prized. A cobra dragon may gain safe passage through it s territory if a rare
skull is offered to it.

A COBRA DRAGON’S LAIR


Cobra dragons prefer underground lairs surrounded by jungle vegetation. They may also inhabit temples
where their worshipers gather.

LAIR ACTIONS

On initiative 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects...

Any creature the dragon can see within 120 feet from it must succeed on a Wisdom saving throw
(DC = 8 + the dragon’s Proficiency bonus and Charisma modifier) or become hypnotized by the
dragon. Hypnotized victims are incapacitated and have a speed of 0.

Any creature previously hypnotized by the dragon (see above) must make an additional Wisdom
Saving Throw (sane DC) or become dominated by the dragon. Dominated creatures are

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telepathically controlled by the dragon and do as it commands. If a command is against the
principles of the victim than an additional saving throw is allowed.

The dragon can animate the skulls in its hoard causing the bones to rise as a skeleton. The skull
hoard must be within 60 feet of the dragon and the resulting undead is totally under the dragon’s
control. One skeleton can be animated for each point the dragon has in its Charisma modifier. The
statistics of the skeletons are up to the game master.

REGIONAL EFFECTS
The region containing a legendry cobra dragon’s lair is warped by the dragon’s presence, creating one
or more of the following effects...

Within six miles of the dragon’s lair the undergrowth will become much more overgrown and
thorny than is normal in a tropical forest. This dense jungle makes travel take twice as long as
normal.

Within six miles of the dragon’s lair anyone who sleeps will have nightmares involving serpents
and fire. Such dreams are so disturbing that all benefits derived from sleep are halved, i.e. half the
normal amount of hit points and spell slots are regained, etc.

Within a mile of the dragon’s lair snakes become common, slithering through the undergrowth and
even crawling upon the branches of trees. These snakes act as the dragon’s eyes and ears.

If the dragon dies, all effects will fade in about 1d12 days.

Cobra Dragon Wyrmling


Medium dragon, lawful evil
-----------------------------------------------------------
Armor Class: 14 (natural armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft, Fly 60 ft.
-----------------------------------------------------------
Str 19 (+4) Dex 18 (+4) Con 15 (+2) Int 14 (+2) Wis 15 (+2) Cha 15 (+2)
-----------------------------------------------------------
Saving Throws: Dex +7 Con +5 Wis +5 Cha +5
Skills: Perception +5, Stealth +7
Damage immunities: fire and poison.
Damage Vulnerabilities: Cobra dragons take 2 extra points of damage from cold attacks.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 15
Languages: Draconic
Challenge: 5 (1.800 XP) Proficiency: +3
-----------------------------------------------------------

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage and
the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.

Breath Weapon: The dragon uses one of the following breath weapons...

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Fire Breath (Recharge 5-6). The dragon exhales a 15 foot cone of flame . Those caught in the breath must
make a DC 13 Dexterity saving throw or take 20 (4d10) points of fire damage, half on a successful save.

Smoke Breath (Recharge 5-6). The dragon exhales a 10 foot diameter cloud of black smoke that causes
anyone inside it to make a DC 13 Constitution saving throw or start choking and coughing. The spasm
causes the victims to be -2 on all to hit rolls for 1d4 rounds when the cloud disperses

Young Cobra Dragon


Large dragon, lawful evil
-----------------------------------------------------------
Armor Class: 15 (natural armor)
Hit Points: 171 (18d10+72)
Speed: 40 ft, Fly 80 ft.
-----------------------------------------------------------
Str 23 (+6) Dex 18 (+4) Con 19 (+4) Int 16 (+3) Wis 17 (+3) Cha 17 (+3)
-----------------------------------------------------------
Saving Throws: Dex +9 Con +9 Wis +8 Cha +8
Skills: Perception +8, Stealth +9
Damage immunities: fire and poison.
Damage Vulnerabilities: Cobra dragons take 2 extra points of damage from cold attacks.
Senses: blindsight 30 ft., darkvision 120 ft. passive perception 17
Languages: Draconic
Challenge: 14 (11.500 XP) Proficiency: +5
-----------------------------------------------------------

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10+6) piercing damage and
the target must make a DC 19 Constitution saving throw, taking 12 (3d8) poison damage on a failed save,
or half as much damage on a successful one

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.

Breath Weapon: The dragon uses one of the following breath weapons...

Fire Breath (Recharge 5-6). The dragon exhales a 30 foot cone of flame . Those caught in the breath must
make a DC 17 Dexterity saving throw or take 50 (10d10) points of fire damage, half on a successful save.

Smoke Breath (Recharge 5-6). The dragon exhales a 15 foot diameter cloud of black smoke that causes
anyone inside it to make a DC 17 Constitution saving throw or start choking and coughing. The spasm
causes the victims to be -2 on all to hit rolls for 2d4 rounds when the cloud disperses.

Adult Cobra Dragon


Huge dragon, lawful evil
-----------------------------------------------------------
Armor Class: 16 (natural armor)
Hit Points: 250 (20d12+120)
Speed: 40 ft, Fly 80 ft.

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-----------------------------------------------------------
Str 27 (+8) Dex 18 (+4) Con 23 (+6) Int 18 (+4) Wis 19 (+4) Cha 19 (+4)
-----------------------------------------------------------
Saving Throws: Dex +10 Con +12 Wis +10 Cha +10
Skills: Perception +10, Stealth +10
Damage immunities: fire and poison.
Damage Vulnerabilities: Cobra dragons take 2 extra points of damage from cold attacks.
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 20
Languages: Draconic
Challenge: 20 (25,000 XP) Proficiency: +6
-----------------------------------------------------------

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

Hypnotism: Any creature the dragon can see within 120 feet from it must succeed on a Wisdom saving
throw (DC 18) or become hypnotized by the dragon. Hypnotized victims are incapacitated and have a speed
of

Domination: Any creature previously hypnotized by the dragon (see above) must make an additional
Wisdom Saving Throw (DC 18) or become dominated by the dragon. Dominated creatures are
telepathically controlled by the dragon and do as it commands. If a command is against the principles of the
victim than an additional saving throw is allowed

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10+8) piercing damage and
the target must make a DC 22 Constitution saving throw, taking 15 (3d10) poison damage on a failed save,
or half as much damage on a successful one

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 +8) slashing damage.

Tail/Constrict: Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 17 (2d8 + 8) bludgeoning
damage and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the
dragon can't constrict another target.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Breath Weapon: The dragon uses one of the following breath weapons...

Fire Breath (Recharge 5-6). The dragon exhales a 60 foot cone of flame . Those caught in the breath must
make a DC 20 Dexterity saving throw or take 60 (12d10) points of fire damage, half on a successful save.

Smoke Breath (Recharge 5-6). The dragon exhales a 30 foot diameter cloud of black smoke that causes
anyone inside it to make a DC 20 Constitution saving throw or start choking and coughing. The spasm
causes the victims to be -2 on all to hit rolls for 3d4 rounds when the cloud disperses.

LEGENDARY ACTIONS

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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Breath Blast: If the dragon has any breath weapon charges it can opt to breathe fire at the ground beneath it.
This causes an explosion of flame which causes anyone within 30 feet of the dragon to make a DC 20
Dexterity saving throw or take 50 (10d10) points of fire damage. The dragon’s fire breath must them
recharge as normal before it can use fire breath or breath blast again.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail/constrict attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon
must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying speed.

Ancient Cobra Dragon


Gargantuan dragon, lawful evil
-----------------------------------------------------------
Armor Class: 18 (natural armor)
Hit Points: 410 (20d20+200)
Speed: 60 ft, Fly 90 ft.
-----------------------------------------------------------
Str 30 (+10) Dex 18 (+4) Con 27 (+8) Int 20 (+5) Wis 21 (+5) Cha 21 (+5)
-----------------------------------------------------------
Saving Throws: Dex +12 Con +16 Wis +13 Cha +13
Skills: Perception +13, Stealth +12
Damage immunities: fire and poison.
Damage Vulnerabilities: Cobra dragons take 2 extra points of damage from cold attacks.
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 23
Languages: Draconic
Challenge: 26 (90,000 XP) Proficiency: +8
-----------------------------------------------------------

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10+10) piercing damage and
the target must make a DC 26 Constitution saving throw, taking 18 (3d12) poison damage on a failed save,
or half as much damage on a successful one

Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 16 (2d6 +10) slashing damage.

Tail/Constrict: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 10) bludgeoning
damage and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained, and the
dragon can't constrict another target.

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Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Breath Weapon: The dragon uses one of the following breath weapons...

Fire Breath (Recharge 5-6). The dragon exhales a 90 foot cone of flame. Those caught in the breath must
make a DC 24 Dexterity saving throw or take 65 (13d10) points of fire damage, half on a successful save.

Smoke Breath (Recharge 5-6). The dragon exhales a 60 foot diameter cloud of black smoke that causes
anyone inside it to make a DC 24 Constitution saving throw or start choking and coughing. The spasm
causes the victims to be -2 on all to hit rolls for 4d4 rounds when the cloud disperses.

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Breath Blast: If the dragon has any breath weapon charges it can opt to breathe fire at the ground beneath it.
This causes an explosion of flame which causes anyone within 40 feet of the dragon to make a DC 24
Dexterity saving throw or take 60 (12d10) points of fire damage. The dragon’s fire breath must them
recharge as normal before it can use fire breath or breath blast again.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail/constrict attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon
must succeed on a DC 26 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its flying speed.

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Demon Drake
Created by David E, Cates

This is a relative of the pseudodragon that


inhabits volcanic mountains. About three
feet long and deep red in color, demon
drakes have sharp horns on the skull and
jaws fixed in an evil grin. Females have
orange underbellies and males are solid
red, otherwise the sexes look the same.
Despite their fiendish look demon drakes
are not actually evil but are infamous for
their practical jokes which often go
beyond what adventures would consider
safe or funny.

Kidnappers of Princesses: Demon drakes


have an unusual relationship with other
intelligent beings. They will kidnap young
female humanoids or fey and hold them
for ransom, usually some item needed by
the drakes. Captured maidens are treated
like princesses and often gifted with items
of treasure worth twice what the drakes
ask for in ransom. It is considered an
honor to be captured by demon drakes as it
benefits the ‘victims’ community. If no
ransom is paid the drakes will release the
kidnapped maiden after six months.

Eaters of Sulfur: Demon drakes must eat a few ounces of sulfur every week or lose their fiery breath.
They can get this from sulfur from mineral deposits but if it is lacking in the drakes diet for more than a
week the drake will begin to lose its fire. Every week without sulfur reduced the drake’s breath by one dice
type (1d1`0 to 1d8 to 1d6 etc) until finally the breath is lost entirely. Eating sulfur increases breath damage
every week until breath strength is back to full..

Slither-Hiss: This is a regional effect that occurs only in a demon drake’s lair. As intruders (such as
adventurers) enter the lair they must make a Perception roll. Anyone who succeeds on the roll will hear a
rustling and slithering sound as if a huge reptile is moving about in the cave. As they enter deeper into the
lair (at least 20 feet) the sound will grow louder accompanied by furious hissing and no Perception roll is
needed. The intruders will then need to make a Wisdom Saving Throw (DC: 11) or become spooked,
seeing shadows on the wall or thinking he saw movement deeper in the lair. If they continue forward an
additional 20 feet they must make a second save. Those who fail lose their nerve and must flee outside. It
will take 1d4 rounds for the intruders to regain the nerve to try to enter the lair again.

Variant: Demon Drake Familiar

Demon drakes may become familiars for warlocks or to other classes if they possess the Greater Familiar
feat. Such drakes have the following trait. Familiar: The drake can serve another creature as a familiar,
forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion
can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within
10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for
any reason, the drake can end its service as a familiar, ending the telepathic bond

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Demon Drake
Tiny dragon, chaotic neutral (evil)
-----------------------------------------------------------
Armor Class: 14 (natural armor)
Hit Points: 14 (4d4+4)
Speed: 20 ft, Fly 60 ft.
-----------------------------------------------------------
Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 14(+2) Cha 12 (+1)
-----------------------------------------------------------
Saving Throws: Dex +3 Con +3 Wis +4 Cha +3
Skills: Perception +4, Stealth +3
Damage immunities: fire.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 14
Languages: Draconic
Challenge: ½ (100 XP) Proficiency: +2
-----------------------------------------------------------

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Pretty-Boom: Once per long rest a demon drake can touch a gem of at least 10 gp in value. The gem then
changes color to resemble a jewel of 10-100 (1d10 x10) gp higher in value. This enchantment last exactly
24 hours after which the gem explodes doing 6 (3d4) points of force damage to anyone within 10 feet. A
Dexterity saving throw (DC 10) for half damage can be made. If the gem explodes inside a backpack,
portable hole, or similar container it will destroy the item but do no damage to the bearer.

Pretty-Oops: Once per long rest a demon drake can touch a small creature or object (about one cubic foot
in volume) and make it look like anything the drake imagines. The illusionary shape must be the same
approximate size or shape of the original. With this power the drake can make a hot lava rock look like a
jeweled dagger, a venomous snake look like a rope, or a diseased rat look like a puppy. If the object is
touched or takes damage it reverts to its true form. Any spell that detects illusions will reveal the object for
what it really is.
-----------------------------------------------------------
ACTIONS

Multiattack: the dragon can make three attacks: once with its bite and twice with its claws.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d3+1) slashing damage.

Horns: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6) bludgeoning damage

Fire Breath (Recharge 5-6). The dragon exhales fire in a 10 foot cone. Each creature in that area must make
a DC 11 Dexterity saving throw, taking 5 (1d10) points of damage on a failed save, or half as much
damage on a successful one.

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Dragonette
Created by David E, Cates

The dragonette (also known as a faerie drake, fey


dragonette, fey-lizard, or flit) is a relative of the
pseudodragon that can be found in any habitat near
water from arctic tarns to tropical beaches. Flits
looks exactly like a miniature true dragon with a
prehensile tail and wings marked with colorful
stripes and spots. Males have dark wing tips while
those of females are light.

Miniature Dragon: The body color of a


dragonette determines what breath weapon and
immunities the flit possesses. When meeting a
random dragonette one can roll a 10-sided dice on
the chart below to get the body color.

Line-shaped breath weapons extend for 15 feet and


are 5 feet wide. Cone-shaped breath weapons are
10 feet long.

Gem Studded Vest: The underbellies and wing


markings of a dragonette changes color as they
grow. The base hue of the underside becomes
speckled with metallic flecks of color on the breast
and belly which is often likened to a gem-studded
vest. The wings, meanwhile become marked with
stripes and spots of color. These colors are a clue to
the age of the dragonette and its magical abilities.

D10 Body Breath Type Breath Shape Immunities Marking Color Age
Color Range
1 Black Acid Line Acid Red 1-5 years
2 Blue Lightning Line Electricity Copper Orange 6-15 years
3 Brass/Brown Fire Line Fire Brassy Yellow 16-25 years
4 Bronze Lightning Cone Electricity Golden Yellow 26-50 years
5 Copper/Orange Acid Line Acid Bronzy Green 101-100 years
6 Gold/Yellow Fire Cone Fire Green 101-200 years
7 Green Poison Cone Poison Blue 201-400 years
8 Red Fire Cone Fire Violet 401-500 years
9 Silver Cold Cone Cold Black 501-600 years
10 White Cold Cone Cold Silvery White 601 years or more

Variant: Dragonette Familiar

Dragonettes may become familiars for warlocks or to other classes if they possess the Greater Familiar
feat. Such drakes have the following trait. Familiar: The drake can serve another creature as a familiar,
forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion
can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within
10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for
any reason, the drake can end its service as a familiar, ending the telepathic bond

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Dragonette
Tiny dragon, neutral
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Armor Class: 15 (natural armor)
Hit Points: 10 (4d4)
Speed: 20 ft, Fly 60 ft., Swim 30 ft,
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Str 11 (+0) Dex 12 (+1) Con 11 (+0) Int 12 (+1) Wis 14 (+2) Cha 15 (+2)
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Saving Throws: Dex +3 Con +2 Wis +4 Cha +4
Skills: Perception +3, Stealth +3
Damage immunities: Varies, see Miniature Dragon, above
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 13
Languages: Draconic
Challenge: 1 (200 XP) Proficiency: +2
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Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Invisibility: Dragonettes can blend in with their environment like a chameleon. They are effectively
invisible (as the spell) until they attack.

Innate Spellcaster: as a dragonette ages it gains certain innate spells that it can cast instinctively with no
material components. These spells are all usable once per day and are saved against at DC12.
Red: Fog Cloud
Copper Orange: Blink
Brassy yellow: Mirror Image
Golden Yellow: Scare: any creature of the flits choice within 20 feet of it must succeed in a Wisdom Saving Throw or
be frightened for 1 minute. The Target can repeat the saving throw at the end of each ot its turns, with disadvantage if
the flit is within line of sight.
Bronzy Green: Entangle

Green: Shapechange
Blue: Regenerate
Violet: Haste
Black: Gaseous Form
White: Control Weather
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ACTIONS

Multiattack: the dragon can make three attacks: once with its bite and twice with its claws.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d2) slashing damage.

Breath (Recharge 5-6). The dragon exhales an element as given in Miniature Dragon, above. Those caught
in the breath must make a DC 10 Dexterity saving throw or take 8 (2d8) points of damage, half on a
successful save.

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Draken
Created by Malcolm Bowers

The draken is a dog-sized dragon with Prussian blue scales


and bright cyan wing markings. At first glance it may be
mistaken for a wyrmling blue dragon until one notices that it
has three heads.

Irascible Desert Dweller: The draken is an irascible beast


prone to attack anything that comes near its desert lair.
Unlike most dragons it is not very intelligent and reacts
much like an ordinary beast.

Ambush Predator: The draken lives in its burrow under the


sand and burst forth when it hears prey pass overhead. It
hopes to surprise prey and incapacitate it with its electrical
bites. It then will try to finish the prey off with its breath
weapon.

Collector of Junk: The draken does not deliberately collect


treasure of any particular type. Instead it collects anything
shiny or inedible from the prey it captures. A draken’s lair
may contain bones, pieces of crystal and volcanic glass, or
coins, weapons, and other items taken from humanoid
intruders.

Draken
Small dragon, lawful evil
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Armor Class: 16 (natural armor)
Hit Points: 17 (3d6+6)
Speed: 20 ft, burrow 15 ft, Fly 30 ft.
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Str 18 (+4) Dex 12 (+1) Con 15 (+2) Int 6 (-2) Wis 10 (+0) Cha 10 (+0)
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Saving Throws: Dex +3 Con +5 Wis +2 Cha +2
Skills: Perception +2, Stealth +3
Damage immunities: Electricity.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 12
Languages: Draconic
Challenge: 4 (100 XP) Proficiency: +2
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Aggressive: As a bonus action, the dragon can move up to its speed toward a hostile creature that it can
see.

Multiple Heads: The draken has three heads and has advantage on saving throws against being blinded,
charmed, deafened, frightened, stunned, and knocked unconscious

Reactive Heads: The draken hydra has two extra reactions that can be used only for opportunity attacks.

Wakeful: While the draken sleeps, at least one of its heads is always wake.

ACTIONS

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Multiattack. The dragon makes three attacks: one bite with each head or one breath attack and two bites.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. If two or
more heads strike the same target in the same round than the target must make a DC12 Constitution saving
throw or take an additional 9 points (3d6) points of electrical damage, half damage on a successful save.

Lightning Breath (Recharge 5-6). The dragon exhales a 20 foot long line of electrical energy. Those caught
in the breath must make a DC 12 Dexterity saving throw or take 9 (3d6) points of electrical damage, half
damage on a successful save.

Minidragon
Created by David E. Cates

The minidragon looks much like a


winged snake with a draconian head.
They prefer mangrove swamps and
other wooded marshlands where they
make their lairs in hollow trees. There
they flit through the air hunting for
insects, small rodent, nuts, berries, and
tubers. Their dull green scales give
them excellent camouflage and contrast
with brightly patterned wings which are marked with alternating stripes of orange and scarlet or blue and
yellow. It uses these bright colors to warn potential predators of its venomous nature.

Poisonous: The minidragon is famous for its venom, a strong nerve toxin that it can spit into the faces of
attackers as well as used in a bite attack. The creature can control its venom in order to give a small dose
that merely disorients victims to a concentrated spray that can cause severe acid burns and destroy armor.

Good Tempered Guardians: Minidragons are fairly even tempered and will not usually attack humanoids
unless provoked or its lair is disturbed. Even then it will prefer to display its wings and hiss, sometimes
accompanied with harmless spitting, to frighten the interloper off rather than attack. In many cases black
dragons will use minidragons as early warning systems and can grow to be quite fond of their little cousins.

Salty Treasure: Like magpies, minidragons hoard shiny objects such as pieces of glass, cons, buttons, and
jewelry. The value of the object does not matter as much as its shiny nature. They are especially fond of
salt crystals and react to salt much like a cat does to catnip.

Empathic Minds: Minidragons are very empathic and can tell if someone is planning to harm the dragon.
This allows the minidragon to take evasive action moments before being attacked. This ability gives the
dragon to succeed on most perception checks and saving throws. In addition, while the minidragon cannot
speak, it can communicate telepathically like a pseudodragon to those with telepathy.

Variant: Minidragon Familiar

Minidragons may become familiars for warlocks or to other classes if they possess the Greater Familiar
feat. Such minidragons have the following trait. Familiar: The minidragon can serve another creature as a
familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the
companion can sense what the minidragon senses as long as they are within 1 mile of each other. While
the minidragon is within 10 feet of its companion, the companion shares the dragon’s Magic Resistance
trait. At any time and for any reason, the dragon can end its service as a familiar, ending the telepathic
bond
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Minidragon +10 hp AC +4 4
Tiny dragon, neutral
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Armor Class: 14 (natural armor)
Hit Points: 14 (4d4+4)
Speed: 15 ft, Fly 70 ft.
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Str 12 (+1) Dex 12 (+1) Con 12 (+1) Int 3 (-4) Wis 10 (+0) Cha 12 (+1)
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Saving Throws: Dex +3 Con +3 Wis +2 Cha +3
Skills: Perception +2, Stealth +3
Damage immunities: Acid and Poison.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 12
Languages: Draconic
Challenge: 1 (200 XP) Proficiency: +2
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Keen Senses: The dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or
smell.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy: The dragon can magically communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can understand a language.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack. The dragon makes three attacks: one bite with each head or one breath attack and two bites.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus the target
must make a DC11 Constitution saving throw or be poisoned for 4 (1d4+2) rounds.

Venom Breath (Recharge 5-6). The dragon exhales a 60 foot long line of concentrated acidic venom. Those
caught in the breath must make a DC 11 Dexterity saving throw or take 12 (4d6) points of poison damage,
half damage on a successful save. In addition the pain is so intense that those struck have disadvantage on
all dice rolls for the next 2 (1d4) rounds. If wearing armor the victim must make an additional saving throw
(same DC) or the armor loses one step of armor-class. When the armor becomes AC 0 then it disintegrates
and all magical enchantments to it vanish. Armor enchanted against acid is immune to this venom.

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Obsidian Dragon
Created by Mark Mathis

The Obsidian dragon looks much like a silver dragon with


scales of deep metallic black with silver highlights. Said
to come from a land of black ice in the Forgotten Realms,
these dragons are always lawful in alignment but their
link to evil or good is up to the individual dragon.

Dragons of the Icy Seas: Obsidian dragons inhabit areas


of icy coastline where they prey on walrus, seals, whales
and other marine mammals, supplemented by the
occasional polar bear or reindeer. They may often find
themselves at odds with white and gray dragons over
territory.

Lord of the Ice: Like silver dragons Obsidians enjoy the


company of humanoid races and often pose as a traveling
shaman or lone hermit. In many cases the dragon will
protect a local village and provide it with food in return
for using them as guards for its lair and tenders of its
treasure. Evil obsidian dragons are not above posing as
gods and demanding obedience or become the dragon’s
dinner, but even these dragons will consider it their duty
to provide protection to its servants.

Dragon Magic: Obsidian dragons are obsessed with


magic and prefer spell books and magic items over any
other treasure. They are not above posing as a humanoid
to learn magic use and obsidian dragons with a level or so
of the Wizard or Warlock class are not uncommon. Such
class level will be in addition to any innate spells.

AN OBSIDIAN DRAGON’S LAIR


An obsidian dragon will make its lair deep inside caverns dug in icebergs or coastal cliffs. These lairs may
have underwater entrances and be surrounded by a mile or more of pack ice. This makes obsidian dragon
lairs especially hard to enter as they are naturally guarded by rock-hard ice and freezing cold water.

LAIR ACTIONS

On initiative 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects...

The dragon creates a 20 foot area of dark oily smoke centered on any point the dragon can see
within 120 feet of it. The smoke makes the area heavily obscured and makes the ice even slicker
than usual as if it has been coated with a grease spell. As a result any creature within it must make
a DC 10 Dexterity saving throw or fall prone. A creature, other than the dragon, who enters the are
or ends its turn there must also succeed on a dexterity saving throw or fall prone. The fog lasts
until the dragon makes its next lair action or is dispersed by the wind.

The dragon smashes an ice wall or bunch of ice cycles off the ceiling with its tail or wings. The
shards of ice fly forth striking up to three creatures within 120 feet of the dragon. The dragon

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makes one ranged attack roll (proficiency bonus + dexterity) against each target. On a hit, the
target takes 4 (2d8) points of piercing damage.

The ice around the feet of any creature within 120 feet of the dragon and which it can see grows
and encases the lower limbs of the victim. The target must make a DC 10 Wisdom saving throw to
notice the growing ice. On a failure the victim’s movement is reduced to 0.

REGIONAL EFFECTS
The region containing a legendry obsidian dragon’s lair is warped by the dragon’s presence, creating
one or more of the following effects...

Within one mile of the dragon’s lair the ice and snow will turn deep black and have a greasy
texture as if permeated with crude oil.

Once a day the dragon can alter the weather within six miles of its lair, much as in a Control
Weather spell. This ability is usually used to create or calm ocean storms.

The dragon’s lair is divided by walls of black ice about 6 inches thick. This ice is AC 5 and has 15
hit points to break through a 10 foot gap. If the dragon wishes to move through one of these walls
it can easily smash through them without slowing its movement in any way.

If the dragon dies, all effects will fade in about 1d12 days.

Obsidian Dragon Wyrmling


Medium dragon, any lawful (65% = good, 25% neutral, 10% evil)
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Armor Class: 17 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft, Fly 60 ft, swim 30 ft.
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Str 19 (+4) Dex 10 (+0) Con 17 (+3) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)
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Saving Throws: Dex +2 Con +5 Wis +2 Cha +5
Skills: Perception +4, Stealth +2
Damage immunities: cold and acid.
Damage Vulnerabilities: obsidian dragons take 2 extra points of damage from fire or electricity attacks.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 15
Languages: Draconic
Challenge: 3 (700 XP) Proficiency: +2
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ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

Breath Weapon: The dragon uses one of the following breath weapons...

Acidic Frost Breath (Recharge 5-6). The dragon exhales a 15 foot cone of frost. Those caught in the breath
must make a DC 13 Dexterity saving throw or take 12 (3d8) points of frost damage and 4 (1d8) points of
acid damage, half on a successful save.

Ice Net Breath (Recharge 5-6). The dragon exhales a net-shaped blast of black ice that can be spat up to 15
feet away. The net covers a 5 foot area and all creatures in that area must make a DC 13 Dexterity saving

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throw or be caught in it. Captured creatures are grappled and remains trapped until the web is broken either
by being cut or with a successful Strength roll (DC 13).

Young Obsidian Dragon


Large dragon, any lawful (65% = good, 25% neutral, 10% evil)
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Armor Class: 18 (natural armor)
Hit Points: 172 (15d10+90)
Speed: 40 ft, Fly 80 ft, swim 30 ft.
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Str 23 (+6) Dex 10 (+0) Con 21 (+5) Int 16 (+3) Wis 16 (+3) Cha 18 (+4)
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Saving Throws: Dex +5 Con +10 Wis +8 Cha +9
Skills: Perception +8, Stealth +5
Damage immunities: cold and acid.
Damage Vulnerabilities: obsidian dragons take 2 extra points of damage from fire or electricity attacks
Senses: blindsight 30 ft., darkvision 120 ft. passive perception 18
Languages: Draconic
Challenge: 15 (11.500 XP) Proficiency: +5
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Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10+6) piercing damage

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.

Breath Weapon: The dragon uses one of the following breath weapons...

Acidic Frost Breath (Recharge 5-6). The dragon exhales a 30 foot cone of frost. Those caught in the breath
must make a DC 18 Dexterity saving throw or take 40 (10d8) points of frost damage and 8 (2d8) points of
acid damage, half on a successful save.

Ice Net Breath (Recharge 5-6). The dragon exhales a net-shaped blast of black ice that can be spat up to 30
feet away. The net covers a 10 foot area and all creatures in that area must make a DC 18 Dexterity saving
throw or be caught in it. Captured creatures are grappled and remains trapped until the web is broken either
by being cut or with a successful Strength roll (DC 13).

Adult Obsidian Dragon


Huge dragon, any lawful (65% = good, 25% neutral, 10% evil)
-----------------------------------------------------------
Armor Class: 19 (natural armor) 14
Hit Points: 263 (17d12+153)
Speed: 40 ft, Fly 80 ft. swim 30 ft.
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Str 28 (+9) Dex 10 (+0) Con 24 (+7) Int 18 (+4) Wis 18 (+4) Cha 20 (+5)
-----------------------------------------------------------

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Saving Throws: Dex +6 Con +13 Wis +10 Cha +11
Skills: Perception +10, Stealth +6
Damage immunities: cold and acid.
Damage Vulnerabilities: obsidian dragons take 2 extra points of damage from fire or electricity attacks
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 20
Languages: Draconic
Challenge: 18 (20,000 XP) Proficiency: +6
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Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10+9) piercing damage.

Claw: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 +9) slashing damage.

Tail: Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 17 (2d8 + 9) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Breath Weapon: The dragon uses one of the following breath weapons...

Acidic Frost Breath (Recharge 5-6). The dragon exhales a 60 foot cone of frost. Those caught in the breath
must make a DC 21 Dexterity saving throw or take 44 (11d8) points of frost damage and 8 (2d8) points of
acid damage, half on a successful save.

Ice Net Breath (Recharge 5-6). The dragon exhales a net-shaped blast of black ice that can be spat up to 60
feet away. The net covers a 15 foot area and all creatures in that area must make a DC 21 Dexterity saving
throw or be caught in it. Captured creatures are grappled and remains trapped until the web is broken either
by being cut (AC 5 and 15 hit points) or with a successful Strength roll (DC 13).

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no
higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon
retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions,
and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are
otherwise replaced by those of the new form, except any class features or legendary actions of that form

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

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Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon
must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 9) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying speed.

Ancient Obsidian Dragon


Gargantuan dragon, any lawful (65% = good, 25% neutral, 10% evil)
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Armor Class: 21 (natural armor)
Hit Points: 300 (19d20+200)
Speed: 60 ft, Fly 90 ft, swim 30 ft.
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30(+10) Dex 10 (+0) Con 28 (+9) Int 20 (+5) Wis 20 (+5) Cha 22 (+6)
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Saving Throws: Dex +7 Con +16 Wis +12 Cha +15
Skills: Perception +15, Stealth +7
Damage immunities: cold and acid.
Damage Vulnerabilities: obsidian dragons take 2 extra points of damage from fire or electricity attacks
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 23
Languages: Draconic
Challenge: 22 (41,000 XP) Proficiency: +7
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Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10+10) piercing damage

Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d6 +10) slashing damage.

Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 10) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Breath Weapon: The dragon uses one of the following breath weapons...

Acidic Frost Breath (Recharge 5-6). The dragon exhales a 90 foot cone of frost. Those caught in the breath
must make a DC 24 Dexterity saving throw or take 52 (13d8) points of frost damage and 8 (2d8) points of
acid damage, half on a successful save.

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Ice Net Breath (Recharge 5-6). The dragon exhales a net-shaped blast of black ice that can be spat up to 90
feet away. The net covers a 30 foot area and all creatures in that area must make a DC 24 Dexterity saving
throw or be caught in it. Captured creatures are grappled and remains trapped until the web is broken either
by being cut (AC 5 and 15 hit points).or with a successful Strength roll (DC 13).

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no
higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon
retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions,
and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are
otherwise replaced by those of the new form, except any class features or legendary actions of that form

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon
must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its flying speed.

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Pink Dragon
Created by Jeanne McGuire

The pink, or rhodochrosite, dragon is one of


the oddest of the gem dragons. It can be
encountered in nearly any terrain but favors
forested areas in temperate climes. It looks
somewhat like a small red dragon but has
scales of a delicate pastel pink with pale blue
and purple veining on the wings. As the
dragon ages it gets darker until the rocky
scales are deep rose by ancient age.

Dopy Looks: The small size and rosy coloring


of the pink dragon makes it look somewhat
silly. As a result creatures who see it do not
think it is dangerous and the dragon has no
fear aura. On the other hand creatures are
always taken by surprise when the creature
attacks.

Irritated Jokesters: Like copper dragons,


pink dragons appreciate jokes and riddles and
will tell them to those it encounters. Unlike
coppers pink dragons do not merely become
annoyed with those that don’t appreciate its
jokes - it will kill them.

A PINK DRAGON’S LAIR


Pink dragons like to lair in wooded areas where hollow trees act as decent homes for young dragons and
caverns are used by larger pink dragons.

LAIR ACTIONS

On initiative 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects...

The dragon attempts to charm (as the spell) a number of people equal to the dragon’s Charisma
modifier. The DC to save against the spell is 8 + the dragon’s Proficiency bonus and Charisma
modifier. Those charmed will think they love and will want to protect the dragon.

The dragon targets a creature within range of its bubble breath. The creature must make a
Dexterity saving throw (DC as if avoiding the dragon’s breath weapon) or be engulfed by a single
giant bubble that wraps around the creature and holds it a few feet above the ground. The bubble
otherwise acts just like the spell Resilient Sphere.

The dragon covers a 10 foot section of ground within 120 feet and within the line of sight of the
dragon with slippery soap. When the soap appears any creature standing in the area must succeed
at a Dexterity saving throw (DC 8 + the dragon’s Proficiency bonus and Charisma modifier) or
fall prone. If a creature enters the area or ends its turn there it must also make a Dexterity saving
throw or fall prone.

REGIONAL EFFECTS
The region containing a legendry obsidian dragon’s lair is warped by the dragon’s presence, creating
one or more of the following effects...

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Within one mile of the dragon’s lair every object will be sparkling clean, even the dirt will be free
of impurities and be composed of pure top soil.

The inside of the lair is filled with bubbles that make everyone’s vision (except the dragon’s) be
heavily obscured. This bubble screen can be dispersed with a moderate wind (some 10 miles per
hour) in which case those inside it and all of their equipment will come out immaculately clean

Walls of solid soapstone block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-
foot section has AC 15, 30 hit points, vulnerability to bludgeoning damage, and immunity to acid,
cold, necrotic, poison, and psychic damage. If the dragon wishes to smash through a wall, it can
do so without any change in movement but the wall will be destroyed.

If the dragon dies, the walls will remain but all other effects will fade in 1d12 days.

Pink Dragon Wyrmling


Small dragon, chaotic neutral
-----------------------------------------------------------
Armor Class: 16 (natural armor)
Hit Points: 4 (1d6+1)
Speed: 20 ft, Fly 50 ft.
-----------------------------------------------------------
Str 16 (+3) Dex 10 (+0) Con 13 (+1) Int 13 (+1) Wis 12 (+1) Cha 13 (+1)
-----------------------------------------------------------
Saving Throws: Dex +2 Con +3 Wis +3 Cha +3
Skills: Perception +3, Stealth +2
Damage immunities: Acid.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 13
Languages: Draconic
Challenge: 1/2 (100 XP) Proficiency: +2
-----------------------------------------------------------

Dopy Looks: Those being attacked by the dragon have disadvantage on their first round of combat due to
being caught by surprise by the dragon’s attack.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Acid Breath (Recharge 5-6). The dragon exhales a 15 foot long line of concentrated lye. Those caught in
the breath must make a DC 11 Dexterity saving throw or take 8 (2d8) points of acid damage, half damage
on a successful save.

Bubble Breath (Recharge 5-6). The dragon exhales a 10 foot long cone of caustic bubbles. These bubbles
contain lye and those caught in the breath must make a DC 11 Dexterity saving throw or get the soapy
slime in their eyes. Those affected are blinded for 1d6 rounds. In addition to being blind the victims will be
-2 to attack rolls due to the burning pain.

Young Pink Dragon


Medium dragon, chaotic neutral
-----------------------------------------------------------
Armor Class: 17 (natural armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft, Fly 60 ft.

26
-----------------------------------------------------------
Str 20 (+5) Dex 10 (+0) Con 17 (+3) Int 15 (+2) Wis 14 (+2) Cha 15 (+2)
-----------------------------------------------------------
Saving Throws: Dex +3 Con +6 Wis +5 Cha +5
Skills: Perception +5, Stealth +3
Damage immunities: Acid.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 16
Languages: Draconic
Challenge: 5 (1,800 XP) Proficiency: +3
-----------------------------------------------------------

Dopy Looks: Those being attacked by the dragon have disadvantage on their first round of combat due to
being caught by surprise by the dragon’s attack.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales a 30 foot long line of concentrated lye. Those caught in
the breath must make a DC 14 Dexterity saving throw or take 16 (4d8) points of acid damage, half damage
on a successful save.

Bubble Breath (Recharge 5-6). The dragon exhales a 20 foot long cone of caustic bubbles. These bubbles
contain lye and those caught in the breath must make a DC 14 Dexterity saving throw or get the soapy
slime in their eyes. Those affected are blinded for 2d6 rounds. In addition to being blind the victims will be
-2 to attack rolls due to the burning pain

Adult Pink Dragon


Large dragon, chaotic neutral
-----------------------------------------------------------
Armor Class: 18 (natural armor)
Hit Points: 100 (10d10+50)
Speed: 40 ft, Fly 80 ft.
-----------------------------------------------------------
Str 24 (+7) Dex 10 (+0) Con 21 (+5) Int 17 (+3) Wis 16 (+3) Cha 17 (+3)
-----------------------------------------------------------
Saving Throws: Dex +4 Con +9 Wis +7 Cha +7
Skills: Perception +7, Stealth +4
Damage immunities: Radiant.
Damage Resistance: Electricity.
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 17
Languages: Draconic
Challenge: 12 (8,400 XP) Proficiency: +4
-----------------------------------------------------------

Dopy Looks: Those being attacked by the dragon have disadvantage on their first round of combat due to
being caught by surprise by the dragon’s attack.

27
Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+7) piercing damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 +7) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage.

Acid Breath (Recharge 5-6). The dragon exhales a 60 foot long line of concentrated lye. Those caught in
the breath must make a DC 17 Dexterity saving throw or take 32 (8d8) points of acid damage, half damage
on a successful save

Bubble Breath (Recharge 5-6). The dragon exhales a 30 foot long cone of caustic bubbles. These bubbles
contain lye and those caught in the breath must make a DC 17 Dexterity saving throw or get the soapy
slime in their eyes. Those affected are blinded for 3d6 rounds. In addition to being blind the victims will be
-2 to attack rolls due to the burning pain

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon
must succeed on a DC 19 Dexterity saving throw or take 10 (1d6 + 7) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying speed.

Ancient Pink Dragon


Huge dragon, chaotic neutral
-----------------------------------------------------------
Armor Class: 20 (natural armor)
Hit Points: 162 (12d12+84)
Speed: 60 ft, Fly 90 ft
-----------------------------------------------------------
Str 28 (+9) Dex 10 (+0) Con 25 (+7) Int 19 (+4) Wis 18 (+4) Cha 19 (+4)
-----------------------------------------------------------
Saving Throws: Dex +5 Con +12 Wis +9 Cha +9
Skills: Perception +9, Stealth +5
Damage immunities: Acid
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 19
Languages: Draconic
Challenge: 16 (815,000 XP) Proficiency: +5

28
-----------------------------------------------------------

Dopy Looks: Those being attacked by the dragon have disadvantage on their first round of combat due to
being caught by surprise by the dragon’s attack.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+9) piercing damage

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 +9) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 9) bludgeoning damage.

Acid Breath (Recharge 5-6). The dragon exhales a 60 foot long line of concentrated lye. Those caught in
the breath must make a DC 20 Dexterity saving throw or take 40 (10d8) points of acid damage, half
damage on a successful save

Bubble Breath (Recharge 5-6). The dragon exhales a 60 foot long cone of caustic bubbles. These bubbles
contain lye and those caught in the breath must make a DC 20 Dexterity saving throw or get the soapy
slime in their eyes. Those affected are blinded for 3d6 rounds. In addition to being blind the victims will be
-2 to attack rolls due to the burning pain.

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon
must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 9) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying speed.

29
Rainbow Dragon
Created by Gregory Detwiler

The rainbow dragon is long and sinuous


in shape. Among the most beautiful of all
dragons this beast sports an iridescent
display of color like a glimmering
rainbow.

Scintillating Beauty: The coloring of the


rainbow dragon shines so brightly in the
sun that it is painful to the eyes and
somewhat hypnotic. Creatures are prone
to just stand there gaping in awe or
covering their eyes to avoid the glare
instead of attacking.

Lords of the Outback: Rainbow


dragons inhabit tropical desert scrub
regions with little cover. They like to
hunt in the daytime to take advantage of
their glittering coloring. Preferred prey is
large mammals such as kangaroos,
elephants, and camels.

Bingers of Beauty: According to ancient


lore the first rainbow dragon helped the
gods fashion the world. It dug pits for
lakes and seas, dragged its tail through
the primeval mud to fashion rivers, and
used its breath to dry the land so that it could be inhabited by people. It is said that all the most impressive
and beautiful of landscapes were the creations of these dragons.

Worshiped and Feared: As creators of the world Rainbow dragons are often worshiped as demigods with
sacrifices of goods and food being set out in the hope that the dragon will bring rain and fertile crops.
However this worship is just as often based on fear as the dragon demands ever-larger tributes which are
paid to keep the dragon from attacking the village.

Magical Blood: The blood of a rainbow dragon is enchanted and is a major component of the inks used to
create the scrolls for the spells Color Spray, Prismatic Spray, and Prismatic Wall.

A RAINBOW DRAGON’S LAIR


Rainbow dragons like to live inside caverns or abandoned ruins. Such lairs invariably have at least one
large area that is open to the sky in order to allow sunlight to flood the room. It is here that the dragon
prefers to await visitors. Treasure could be a variety of things from bolts of cloth to jewels, to a ‘sacrificed’
princess who is keeping the lair tidy.

LAIR ACTIONS

On initiative 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects...

The dragon can cause the surrounding stones to glow with light. This light is as bright as daylight
and illuminates an area of 60 feet centered on the dragon. This light will dispel any Darkness spell
cast at 3rd level or lower and lasts for one hour or until dispelled by the dragon.

30
The dragon twists and turns to reflect light from its rainbow scales. The reflected light acts just as
if the dragon has cast the spell Color Spray.

The dragon breathes out a rainbow blast of light in a cone instead of a line shape. The broad beams
of color spread out and each creature in it must make a dexterity saving throw (DC as the dragon’s
breath weapon) or be struck by one of the rays as if caught in the spell Prismatic Spray.

REGIONAL EFFECTS
The region containing a legendry obsidian dragon’s lair is warped by the dragon’s presence, creating
one or more of the following effects...

Within one mile of the dragon’s lair the sand will sparkle and shine with iridescence, plants will
be lush and crops fertile, and rock formations will have been shaped into fantastic forms.

Once a day the dragon can alter the weather within six miles of its lair, much as in a Control
Weather spell. This ability is usually used to summon or dispel rain.

Patches of fog fills the dragon’s lair outlining every object inside it with Faerie Fire (as the spell),
if a creature passes through a patch of this fog they must make a Dexterity save (at a DC of 8+ the
dragon’s proficiency and charisma modifier) or they will become outlined as well. This will cancel
invisibility spells being used by the creatures.

If given enough time (at least a week) the dragon can make light solid creating a shimmering
multicolored all up to 90 feet long and 30 feet high. The wall sheds bright light out to a range of
100 feet and dim light for another 100 feet. If a creature other than the dragon attempts to pass
through the wall it is affected as if by a Prismatic Wall spell.

If the dragon dies, the rock formations and colored sand will remain but all other effects will fade in 1d12
days.

Rainbow Dragon Wyrmling


Medium dragon, any neutral (25% = good, 50% true, 25% evil)
-----------------------------------------------------------
Armor Class: 17 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft, Fly 60 ft.
-----------------------------------------------------------
Str 16 (+3) Dex 12 (+1) Con 13 (+1) Int 15 (+2) Wis 17 (+3) Cha 18 (+4)
-----------------------------------------------------------
Saving Throws: Dex +3 Con +3 Wis +5 Cha +6
Skills: Perception +5, Stealth +3
Damage immunities: Radiant.
Damage Resistance: Electricity.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 15
Languages: Draconic
Challenge: 4 (1,100 XP) Proficiency: +2
-----------------------------------------------------------

Scintillating Beauty: Those attacking the dragon in bright sunlight are at disadvantage to all attack rolls.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

31
Radiant Breath (Recharge 5-6). The dragon exhales a 15 foot long line of rainbow colored energy. Those
caught in the breath must make a DC 11 Dexterity saving throw or take 16 (4d8) points of radiant damage,
half on a successful save.

Young Rainbow Dragon


Large dragon, any neutral (25% = good, 50% true, 25% evil)
-----------------------------------------------------------
Armor Class: 18 (natural armor)
Hit Points: 102 (12d10+36)
Speed: 40 ft, Fly 80 ft
-----------------------------------------------------------
Str 20 (+5) Dex 12 (+1) Con 17 (+3) Int 17 (+3) Wis 19 (+4) Cha 20 (+5)
-----------------------------------------------------------
Saving Throws: Dex +5 Con +7 Wis +8 Cha +9
Skills: Perception +8, Stealth +5
Damage immunities: Radiant.
Damage Resistance: Electricity.
Senses: blindsight 30 ft., darkvision 120 ft. passive perception 18
Languages: Draconic
Challenge: 12 (8,400 XP) Proficiency: +4
-----------------------------------------------------------

Scintillating Beauty: Those attacking the dragon in bright sunlight are at disadvantage to all attack rolls

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10+5) piercing damage

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.

Radiant Breath (Recharge 5-6). The dragon exhales a 15 foot long line of rainbow colored energy. Those
caught in the breath must make a DC 15 Dexterity saving throw or take 40 (10d8) points of radiant damage,
half on a successful save.

Adult Rainbow Dragon


Huge dragon, any lawful any neutral (25% = good, 50% true, 25% evil)
-----------------------------------------------------------
Armor Class: 19 (natural armor)
Hit Points: 161 (14d12+70)
Speed: 40 ft, Fly 80 ft.
-----------------------------------------------------------
Str 24 (+7) Dex 12 (+1) Con 21 (+5) Int 19 (+4) Wis 21 (+5) Cha 22 (+6)
-----------------------------------------------------------
Saving Throws: Dex +7 Con +11 Wis +10 Cha +12
Skills: Perception +10, Stealth +7
Damage immunities: Radiant.
Damage Resistance: Electricity.

32
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 20
Languages: Draconic
Challenge: 17 (18,000 XP) Proficiency: +6
-----------------------------------------------------------

Scintillating Beauty: Those attacking the dragon in bright sunlight are at disadvantage to all attack rolls

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10+7) piercing damage.

Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 +7) slashing damage.

Tail: Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Radiant Breath (Recharge 5-6). The dragon exhales a 15 foot long line of rainbow colored energy. Those
caught in the breath must make a DC 25 Dexterity saving throw or take 48 (12d8) points of radiant damage,
half on a successful save.

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon
must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 7) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying speed.

Ancient Rainbow Dragon


Gargantuan dragon, any neutral (25% = good, 50% true, 25% evil)
-----------------------------------------------------------
Armor Class: 21 (natural armor)
Hit Points: 280 (16d20+112)
Speed: 60 ft, Fly 90 ft

33
-----------------------------------------------------------

28(+9) Dex 12 (+1) Con 25 (+7) Int 21 (+5) Wis 23 (+6) Cha 24 (+7)
-----------------------------------------------------------
Saving Throws: Dex +7 Con +13 Wis +12 Cha +13
Skills: Perception +12, Stealth +7
Damage immunities: Radiant.
Damage Resistance: Electricity.
Senses: blindsight 60 ft., darkvision 120 ft. passive perception 22
Languages: Draconic
Challenge: 19 (22,000 XP) Proficiency: +6
-----------------------------------------------------------

Scintillating Beauty: Those attacking the dragon in bright sunlight are at disadvantage to all attack rolls

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Legendary Resistance: (3/Day). If the dragon fails a saving throw, it can choose to succeed instead

ACTIONS

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 29 (2d10+9) piercing damage

Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 +9) slashing damage.

Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 9) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for
the next 24 hours.

Radiant Breath (Recharge 5-6). The dragon exhales a 15 foot long line of rainbow colored energy. Those
caught in the breath must make a DC 21 Dexterity saving throw or take 56 (14d8) points of radiant damage,
half on a successful save.

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. The dragon regains spent
legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack: (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon
must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its flying speed.

34
Shadow Drake
Created by David E, Cates

This is a relative of the pseudodragon


inhabits dark caves in deep forests or, in
inhabited areas, cellars, musty attics, or
even sewers. They are short-tailed drakes
with spiky head-crests and ash-grey to
purplish grey coloring. Like owls they are
nocturnal creatures with near soundless
flight that feed on insects and small
rodents. They love fruit and honey and
may go to far lengths to obtain these
delicacies.

Cautious Lovers of Illusion and Jewels:


These little drakes tend to be nocturnal;
during the day they prefer hiding in heavy
shadows where they can become invisible.
They are wary of most people and tend to
hide when strangers are about. However
they have a deep craving for beautiful
jewels and magic similar to their own
makes them curious. A shadow drake may
follow magic users that specialize in
illusion or shadow magic, hiding in
shadows and watching until frightened
away or their curiosity is satisfied.

Variant: Shadow Drake Familiar

Shadow drakes may become familiars for warlocks or to other classes if they possess the Greater Familiar
feat. Such drakes have the following trait. Familiar: The drake can serve another creature as a familiar,
forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion
can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within
10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for
any reason, the drake can end its service as a familiar, ending the telepathic bond

Shadow Drake
Tiny dragon, chaotic neutral
-----------------------------------------------------------
Armor Class: 14 (natural armor)
Hit Points: 18 (5d4+5)
Speed: 20 ft, Fly 60 ft.
-----------------------------------------------------------
Str 13 (+1) Dex 12 (+1) Con 12 (+1) Int 14 (+2) Wis 12 (+1) Cha 15 (+2)
-----------------------------------------------------------
Saving Throws: Dex +3 Con +3 Wis +3 Cha +4
Skills: Perception +3, Stealth +3
Damage immunities: acid.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 13
Languages: Draconic

35
Challenge: 1/2 (100 XP) Proficiency: +2
-----------------------------------------------------------
Create Darkness: Shadow drakes can create darkness (as the spell) in a 10 foot radius that last
five minutes. Twice per day they can extend this period of darkness to 15 feet and the duration to 24 hours.

Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects.

Shadow Stealth: While in dim light or darkness, the demon can take the Hide action as a bonus action.

Shadow Duplicate: Once per day, if hidden in heavy shadow or darkness (including that caused
by the drake’s Create Darkness spell) the drake can make an illusionary duplicate of itself. This duplicate
resembles the drake in every way but has no magical ability or attacks. The drake usually uses this ability
to lure away attackers.

Shadow Monster: Twice per day, if hidden in heavy shadow or darkness (including that caused by the
drake’s Create Darkness spell) the drake can summon an animal or monster from the Shadowfell. This
creature is made entirely of living shadow, id friendly towards the drake, and is challenge rating 1 or less.
Alternately the drake may summon 2 monsters of CR ½ each, or 4 monsters of CR ¼ or less. The creature
will disappear when it drops to 0 hit points or when dismissed by the dragon.

Shadow Walk: Twice per day, if hidden in heavy shadow or darkness (including that caused by the drake’s
Create Darkness spell) the drake can flee into the Shadowfell. It usually flees to this plane if it suspects an
enemy is going to destroy its shadowy hiding place with magic. When returning to the physical world, the
drake can do so into any shadowy spot within a mile of the area where they entered the Shadowfell.
-----------------------------------------------------------
ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) piercing damage.

APPENDIX
The previous editions of the world’s most famous role-playing game allowed druids to take animal
companions and wizards to select greater familiars such as pseudodragons and imps. The current edition
restricts animal companions to Rangers and greater familiars are the providence of the warlock class.
Luckily these lost traits can be returned using the Greater Familiar feat given here.

GREATER FAMILIAR FEAT

Greater Familiar
Prerequisite: Druid or Beast Master of level 3 or higher or Access to the Find Familiar or Find Steed spell.
-----------------------------------------------------------
You can summon a beast companion or use the Find Familiar or Find Steed spell to gain a greater familiar.
Using this feat a druid can select a beast companion just like a 3rd level Ranger - or a Ranger, Wizard or
Warlock can choose a familiar or beast companion as normal and add one of the following templates to that
animal: Celestial Creature, Fey Creature, or Fiendish Creature. Alternately you may choose a non-animal
familiar instead such as a pseudodragon, crystal drake, imp, quasit, sprite, or any other creature allowed to
be taken as a familiar with this feat.

If you already have a familiar of a certain type (celestial, fey, or fiend) then you can only add the template
of the same type. For example, a Wizard with a cat familiar of the fey type can take this feat to “evolve” his
familiar using the Fey Creature Template.

36
CELESTIAL CREATURE TEMPLATE
These creatures are so filled with holy energy that they ascend into a true angelic state. Celestial creatures
are more regal and beautiful than their earthly counterparts and have vast feathered wings for flight.
Coloring is often white, golden, or silver. To create a Celestial Creature simply make the following
changes to the base creature...

� The Creatures type becomes Celestial


� Alignment changes to good. If a creature is unaligned
it changes to neutral good.
� The creature gains a fly speed of 1 ½ land speed
(unless it already has a better fly speed).
� The creature gains +3 to Intelligence and Charisma.
� Immune to Radiant damage.
� Resistant to Acid, Cold, and Electricity.
� The creature gains darkvision at 60 feet unless it
already has darkvision at a greater range.
� The creature learns to speak Celestial. If it already
speaks Celestial then it gains another bonus language
of its choice (usually Common).
� Divine Smite 1/day. Once per day a celestial creature
can make a normal melee attack to deal radiant
damage in addition to normal damage. This radiant
damage is equal to the creature’s HD (maximum of
+20).

Celestial Wolf
A sample Celestial Creature Beast Companion for Rangers or Druids.

The beast master steps from the trees and reaches down to his companion, a silver-furred wolf with vast
feathered wings and blue eyes aglow with holy light.

Celestial Wolf
Medium celestial, neutral good
-----------------------------------------------------------
Armor Class: 13 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 40 ft, Fly 50 ft.
-----------------------------------------------------------

37
Str 12 (+1) Dex 15 (+2) Con 12 (+1) Int 5 (-3) Wis 12 (+1) Cha 6 (-2)
-----------------------------------------------------------
Skills: Perception +3, Stealth +4
Damage immunities: Radiant.
Damage Resistance: Acid, Cold, and Electricity.
Senses: darkvision 60 ft. passive perception 13
Languages: Celestial
Challenge: ¼ (50 XP)
-----------------------------------------------------------
Keen Hearing and Smell: The wolf has advantage on any Wisdom (Perception) checks that rely on
hearing or smell.

Divine Smite: once per day the celestial wolf can add two extra hit points of radiant damage to its bite
attack.

Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally isn't incapacitated.
-----------------------------------------------------------
ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target
is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

FEY CREATURE TEMPLATE


These creatures have been filled with the energy of the land of Faerie and have become true fey. Fey
creatures have an unearthly look with long-legs, exaggerated proportions, and odd coloration like white
with red ears or green. Many have insect-like antennae or wings like butterflies or dragonflies. To create a
Fey Creature simply make the following changes to the base creature...

� The Creatures type becomes Fey


� Alignment changes to chaotic. If a creature is unaligned it changes to chaotic neutral,
� The creature either gains wings (and fly speed of 1 ½ land speed, unless it already has a better fly
speed) or gains Dexterity +4.
� The creature gains +3 to Intelligence and Charisma.
� Resistant to Psychic damage, Charm, and Sleep spells.
� Vulnerable to Cold Iron.
� The creature gains darkvision at 60 feet unless it already has darkvision at a greater range.
� The creature learns to speak Sylvian.
� The creature also gains one of the following powers for every 4 hit dice it possesses...

Camouflage: The creature always gets advantage in Stealth Checks.

Change Self: The fey creature can magically polymorph itself into a humanoid or beast that has a
challenge rating no higher than its own or back into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the creature's
choice). In a new form, the creature retains its alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and capabilities are otherwise replaced by those of the new
form, except any class features or legendary actions of that form.

Long Step: The creature can teleport up to 10 feet away as part of a move action once every 1d4
rounds.

38
Woodland Stride: moving through
nonmagical difficult terrain costs the
creature no extra movement. It can also
pass through nonmagical plants
without being slowed by them and
without taking damage from them if
they have thorns, spines, or a similar
hazard.

Fey Warhorse
A sample Fey Creature Steed for a Paladin

The paladin’s steed walks across the new spring


ground, stepping past the patches of lingering
snow with unearthly grace. As it steps from
snow to freshly revealed earth its coat changes
from snowy white to earthy brown.

Fey Warhorse
Large Fey, chaotic neutral
-----------------------------------------------------------
Armor Class: 11 (natural armor)
Hit Points: 19 (3d10+3)
Speed: 60 ft.
-----------------------------------------------------------
Str 18 (+4) Dex 16 (+3) Con 13 (+1) Int 5 (-3) Wis 12 (+1) Cha 10 (+0)
-----------------------------------------------------------
Damage immunities: psychic, charm and sleep spells.
Damage vulnerabilities: cold iron.
Senses: darkvision 60 ft. passive perception 11
Languages: Sylvian
Challenge: 1/2 (100 XP) Proficiency: +2
-----------------------------------------------------------
Camouflage: The Fey warhorse always gets advantage on stealth checks.

Trampling Charge: If the horse moves at least 20 feet straight toward a creature and then hits it with a
hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
-----------------------------------------------------------
ACTIONS

Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

FIENDISH CREATURE TEMPLATE


These creatures are so filled with unholy energy that they descend into a true demonic state. Fiendish
creatures have a sinister and ferocious appearance with membranous (bat-like) wings. Red skin, horns, and
barbed tails are also common features of Fiendish creatures, To create a Fiendish Creature simply make the
following changes to the base creature...

39
� The Creatures type becomes Fiend
� Alignment changes to evil. If a creature is unaligned it
changes to neutral evil.
� The creature gains a fly speed of 1 ½ land speed
(unless it already has a better fly speed).
� The creature gains +3 to Intelligence.
� Immune to Necrotic damage.
� Resistant to Acid, Cold, and Fire.
� The creature gains darkvision at 60 feet unless it
already has darkvision at a greater range.
� The creature learns to speak Abyssal and Infernal.
� Unholy Smite 1/day. Once per day a fiendish creature
can make a normal melee attack to deal necrotic
damage in addition to normal damage. This necrotic
damage is equal to the creature’s HD (maximum of
+20).

Fiendish Toad
A sample Fiendish Creature Familiar for an evil wizard or warlock

The evil magician holds up a hideous toad, blood red in color with livid purple warts and devil’s wings.

Fiendish Toad
Tiny fiend, neutral evil
-----------------------------------------------------------
Armor Class: 14 (natural armor)
Hit Points: 1 (1d4-1)
Speed: 20 ft, swim 20 ft., Fly 30 ft.
-----------------------------------------------------------
Str 1 (-5) Dex 13 (+1) Con 8 (-1) Int 4 (-3) Wis 8 (-1) Cha 3 (-4)
-----------------------------------------------------------
Skills: Perception +1, Stealth +3
Damage immunities: necrotic.
Damage Resistance: acid, cold, fire.
Senses: darkvision 60 ft. passive perception 11
Languages: Abyssal and Infernal
Challenge: 0 (0 XP) Proficiency: +2
-----------------------------------------------------------
Amphibious: The toad can breathe air and water.

Standing Leap: The toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a
running start.
-----------------------------------------------------------
ACTIONS

Necrotic Tongue (1/day): Melee Weapon Attack: +0 to hit, reach 5 ft., one target, Hit: 1 point necrotic
damage.

40
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15. COPYRIGHT NOTICE

Open Game License v. 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document 5.0 © 2016, Wizards of the Coast, Inc; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson. Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
material by E. Gary Gygax and Dave Arneson.

Wizards of the Coast, Inc. System Reference Document. ©2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on material by E. Gary Gygax and Dave Arneson

Dragon Magazine #146, Vol XIV, No. 1 © June 1989, TSR INC, publisher Mike Cook, Editor Rodger E. Moore

Dragon Magazine #156, Vol XIV, No. 11 © April 1990, TSR INC, publisher James M. Ward, Editor Rodger E. Moore

5th Edition Fantasy: Conversion of the Dragons of Dragon # 146 (and one from #156) © 2016, Tamara Henson, Scribid.com

41
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle,
James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor,
based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

OPEN GAME LICENSE Version 1.0a.

END OF LICENSE

42
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